Publishing Agreements Explained: Bug fixing, Tech Support & SLAs

Last updated: January 1, 2026

René Otto, founder and legal advisor at Deviant Legal.

René Otto

Founder & Attorney

Contracts

The release of a video game is a major milestone for any development studio. However, once the game is in players’ hands, new bugs and technical issues often surface that were not discovered during development or testing.

This post-release phase can be stressful, especially when expectations around fixes, response times, and responsibilities are unclear. For that reason, publishing agreements usually include clauses on bug fixing, technical support, and service-level agreements (SLAs). These clauses play a key role in managing pressure after launch and preventing disputes when things go inevitably go wrong.

What is the bug fixing clause and service level agreement?

The clause on bug fixing and technical support defines who is responsible for addressing bugs and technical issues, how quickly those issues must be resolved (often based on severity) and who bears the costs involved.

In many publishing agreements, these obligations are laid down in a separate service-level agreement (SLA), which sets out response times, severity classifications, and consequences if deadlines are missed.

Why the bug fixing & technical support clause matters

A buggy game negatively impacts player experience, reviews, and ultimately sales. Both publisher and developer therefore have an interest in resolving issues quickly.

At the same time, not all bugs are equally urgent. Some issues are game-breaking, while others are minor visual or performance glitches. A well-drafted clause acknowledges this difference and sets realistic expectations for how quickly different types of issues must be addressed.

Without such clarity, disagreements may arise over whether a bug is “critical,” whether a response was fast enough, or whether the publisher is entitled to step in and take corrective action.

Example of the bug fixing & technical support clause in a video game publishing agreement

Below is an example of a bug fixing & technical support clause in a video game publishing agreement which we have seen in practice, so that you can recognize a similar clause in your own draft: 

How to review and negotiate bug fixing & support clauses

Limit obligations to reproducible, properly reported bugs

For a bug to be fixable, must be reproducible and properly reported to the developer. Bug reports should include all relevant information, such as device type, operating system version, and the steps required to reproduce the issue.

It is therefore important that the response timelines only start running once the developer has received sufficient information to actually investigate and resolve the issue. Without this safeguard, developers may be held to deadlines that are impossible to meet.

Use clear severity levels with reasonable response times

A good SLA clearly defines severity levels and links each level to a realistic response time. This avoids disputes over whether a bug counts as “critical” and ensures that both parties have aligned expectations.

Below is an example of how severity levels may be structured in practice:

Severity LevelSeverity Level Definition and Examples  Response Time
Fatal (“A” Bug)Definition: Critical dysfunction which does not allow the Game to function at all, significantly impacts the end user experience, or causes critical security issues. Non-Exhaustive List of Examples: – Inability to launch the GameClient or server software crashes due to an error in the Game. – Inability to collect any money from users/make user purchases, where caused by the Game – Complete or material loss or leakage of User Data or Personal Data, where caused by the Game – Critical security failure caused by the Game – Non-progressions – Corruption of save data or loss of user progress – Significant graphics or performance issues – Significant connectivity or other online issues – Server crash and Game does not load/perform due to errors in server software  Within 1 business day
Serious (“B” Bug)Definition: An error that significantly degrades the overall usability of the Game even though it remains up and running Non-Exhaustive List of Examples: – More rare crashes or freezes in the Game on the client or server side – Severe degradation of client or server performance greatly affecting user gameplay – Errors materially influencing the balance and integrity of the Game – Graphics issues  Within 5 business days
Ordinary (“C” Bug)Definition: Non-Fatal or Non-Serious errors that do not materially degrade overall usability or functionality of the Game or user experience. Non-Exhaustive List of Examples: – Gameplay logic errors within the Game, which have a relatively small influence – Smaller graphics or performance issues – Smaller connectivity or online issuesWhen possible, but no longer than 30 business days

Define fair consequences if deadlines are not met

Publishing agreements usually include consequences if bugs are not resolved within the agreed timelines.

In some video game publishing agreements, the publisher is allowed to fix the issue themselves and recoup the associated costs. In others, failure to meet bug-fixing obligations may temporarily affect the developer’s revenue share until the issue is resolved.

Developers should carefully asses whether those consequences are acceptable and proportionate. Particularly for smaller studios, overly harsh consequences can create financial strain during an already challenging post-launch period.

Stuck on legal fine print?
Let us decode it for you.

Before you sign: summary and next steps

Bug fixing and technical support clauses become most relevant once the game is in players’ hands. A balanced clause ensures that only reproducible, properly reported bugs must be addressed, that severity levels and response times are clear, and that consequences for missed deadlines remain reasonable.

Getting this right protects both the quality of the game and the sustainability of the development studio during the post-release phase.

What’s next?

You’ve now reached the end of the substantive clauses in this guide. If you want to quickly look up specific legal terms used throughout these articles, the final chapter contains The Legal Video Game Publishing Dictionary, which explains common terminology in plain language. If you’d like to revisit a specific topic or explore another clause in more detail, you can return to the overview of the Game Developer’s Guide to Publishing Agreements and jump directly to the chapter you need.

René Otto

René is an award-winning game lawyer and one of the leading experts in video game publishing agreements. He has drafted and negotiated hundreds of contracts for both indie developers and AAA studios. Passionate about inclusivity and accessibility, René strives to make legal support approachable for everyone in the games industry.

René Otto, founder and legal advisor at Deviant Legal.